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General question for modders


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G.E.C.K. comes out in April, or so.

I have no clue as to how long it takes to make a Mod, especially some of the elaborate mods like SexLab, Defeat, and the others for Skyrim.

 

1) Do y'all know how long it takes for the really big mods and the animations needed to support them?

 

2) is it possible to simply adapt the existing SexLab mods to the new game?

 

Thanks. I have no idea just how long it might take. Skyrim has been out for years.

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Hi :)

 

1) Do y'all know how long it takes for the really big mods and the animations needed to support them?

2) is it possible to simply adapt the existing SexLab mods to the new game?

About the base mod creation:

That would be doable somewhat "quickly", as some people are already working on the things to do when the GECK comes out. We're still talking about a few months after April, but probably (much) less than a year.

 

About animation creation :

At the moment, we're talking about "infinite" amounts of time.

 

To keep it simple, the animation data is quite different from the Skyrim data and we still have no idea how it completely works. Some attempts have been made to read it though, and we're making progress. But we don't know yet if it is even doable, so we can't really give any ETA.

 

About adapting mods from Skyrim :

A lot of things changed between Skyrim and FO4, from little modifications in the script engine to new sections in the esps to a completely remade physics data storage. So just a port attempt would be difficult, and would probably be more tedious than just starting "from scratch".

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The problem is that we first to need the supporting tools and then we can build the mods.

 

For example F4SE is just a minimal support right now, and we miss a huge amount of fundamental functions like AddPackageOverride.

Keep in mind that there are no traces in F4 Papyrus about the key function used for Skyrim to send an animation event to an actor.

 

As Dex said, you also need a way to add new anims, and this will not be available soon. But he is progressing.

 

As per discussion had with Ashal, for sure the "SexLab-equivalent" (that has the name of SexTec) will not be a porting but a brand new development done from scratch.

This to get rid of the errors you always do when you start something and then improve it while you discover new ways to do items, but you still keep a bunch of old stuff just for compatibility reasons.

 

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Skyrim created a thriving, international modding community. I'm really surprised by the speed and volume of mods that have been released for FO4 already, without the GECK.

 

If it's technically feasible and was popular in Skyrim, I expect there to be something of a mad dash for someone to make it in FO4 the moment they get the tools.

 

Also, a lot of what takes a long time to make complicated mods is iterating through different strategies and figuring out an approach for the first time. Even if FO4 modders have to make significant changes to re-write the Skyrim versions they will still be doing so from the advantage of copying an approach/feature set/api/etc that has already been thought through and tested.

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